/******************************************************************************
 * Spine Runtimes Software License v2.5
 *
 * Copyright (c) 2013-2016, Esoteric Software
 * All rights reserved.
 *
 * You are granted a perpetual, non-exclusive, non-sublicensable, and
 * non-transferable license to use, install, execute, and perform the Spine
 * Runtimes software and derivative works solely for personal or internal
 * use. Without the written permission of Esoteric Software (see Section 2 of
 * the Spine Software License Agreement), you may not (a) modify, translate,
 * adapt, or develop new applications using the Spine Runtimes or otherwise
 * create derivative works or improvements of the Spine Runtimes or (b) remove,
 * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
 * or other intellectual property or proprietary rights notices on or in the
 * Software, including any copy thereof. Redistributions in binary or source
 * form must include this license and terms.
 *
 * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
 * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
 * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
 * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
 * USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
 * IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
 * POSSIBILITY OF SUCH DAMAGE.
 *****************************************************************************/

package com.justcan.demo.cartoon.spine;

import com.badlogic.gdx.ApplicationAdapter;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
import com.badlogic.gdx.graphics.g2d.TextureAtlas.AtlasRegion;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
import com.badlogic.gdx.math.MathUtils;
import com.badlogic.gdx.math.Matrix4;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.physics.box2d.Body;
import com.badlogic.gdx.physics.box2d.BodyDef;
import com.badlogic.gdx.physics.box2d.BodyDef.BodyType;
import com.badlogic.gdx.physics.box2d.Box2DDebugRenderer;
import com.badlogic.gdx.physics.box2d.FixtureDef;
import com.badlogic.gdx.physics.box2d.PolygonShape;
import com.badlogic.gdx.physics.box2d.World;
import com.badlogic.gdx.utils.Array;
import com.esotericsoftware.spine.Animation;
import com.esotericsoftware.spine.Animation.MixDirection;
import com.esotericsoftware.spine.Animation.MixPose;
import com.esotericsoftware.spine.Event;
import com.esotericsoftware.spine.Skeleton;
import com.esotericsoftware.spine.SkeletonData;
import com.esotericsoftware.spine.SkeletonJson;
import com.esotericsoftware.spine.SkeletonRenderer;
import com.esotericsoftware.spine.Skin;
import com.esotericsoftware.spine.Slot;
import com.esotericsoftware.spine.attachments.AtlasAttachmentLoader;
import com.esotericsoftware.spine.attachments.RegionAttachment;

public class Box2DExample extends ApplicationAdapter {
    SpriteBatch batch;
    ShapeRenderer renderer;
    SkeletonRenderer skeletonRenderer;

    TextureAtlas atlas;
    Skeleton skeleton;
    Animation animation;
    float time;
    Array<Event> events = new Array();

    OrthographicCamera camera;
    Box2DDebugRenderer box2dRenderer;
    World world;
    Body groundBody;
    Matrix4 transform = new Matrix4();
    Vector2 vector = new Vector2();

    @Override
    public void create() {
        batch = new SpriteBatch();
        renderer = new ShapeRenderer();
        skeletonRenderer = new SkeletonRenderer();
        skeletonRenderer.setPremultipliedAlpha(true);

        atlas = new TextureAtlas(Gdx.files.internal("spineboy/spineboy-pma.atlas"));

        // This loader creates Box2dAttachments instead of RegionAttachments for an easy way to keep
        // track of the Box2D body for each attachment.
        AtlasAttachmentLoader atlasLoader = new AtlasAttachmentLoader(atlas) {
            public RegionAttachment newRegionAttachment(Skin skin, String name, String path) {
                Box2dAttachment attachment = new Box2dAttachment(name);
                AtlasRegion region = atlas.findRegion(attachment.getName());
                if (region == null)
                    throw new RuntimeException("Region not found in atlas: " + attachment);
                attachment.setRegion(region);
                return attachment;
            }
        };
        SkeletonJson json = new SkeletonJson(atlasLoader);
        json.setScale(0.6f * 0.05f);
        SkeletonData skeletonData = json.readSkeletonData(Gdx.files.internal("spineboy/spineboy-ess.json"));
        animation = skeletonData.findAnimation("walk");

        skeleton = new Skeleton(skeletonData);
        skeleton.setX(-32);
        skeleton.setY(1);
        skeleton.updateWorldTransform();

        // See Box2DTest in libgdx for more detailed information about Box2D setup.
        camera = new OrthographicCamera(48, 32);
        camera.position.set(0, 16, 0);
        box2dRenderer = new Box2DDebugRenderer();
        createWorld();

        // Create a body for each attachment. Note it is probably better to create just a few bodies rather than one for each
        // region attachment, but this is just an example.
        for (Slot slot : skeleton.getSlots()) {
            if (!(slot.getAttachment() instanceof Box2dAttachment)) continue;
            Box2dAttachment attachment = (Box2dAttachment) slot.getAttachment();

            PolygonShape boxPoly = new PolygonShape();
            boxPoly.setAsBox(attachment.getWidth() / 2 * attachment.getScaleX(), attachment.getHeight() / 2 * attachment.getScaleY(),
                    vector.set(attachment.getX(), attachment.getY()), attachment.getRotation() * MathUtils.degRad);

            BodyDef boxBodyDef = new BodyDef();
            boxBodyDef.type = BodyType.StaticBody;
            attachment.body = world.createBody(boxBodyDef);
            attachment.body.createFixture(boxPoly, 1);

            boxPoly.dispose();
        }
    }

    @Override
    public void render() {
        float delta = Gdx.graphics.getDeltaTime();
        float remaining = delta;
        while (remaining > 0) {
            float d = Math.min(0.016f, remaining);
            world.step(d, 8, 3);
            time += d;
            remaining -= d;
        }

        camera.update();

        Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
        batch.setProjectionMatrix(camera.projection);
        batch.setTransformMatrix(camera.view);
        batch.begin();

        animation.apply(skeleton, time, time, true, events, 1, MixPose.current, MixDirection.in);
        skeleton.setX(skeleton.getX()+8*delta);
        skeleton.updateWorldTransform();
        skeletonRenderer.draw(batch, skeleton);

        batch.end();

        // Position each attachment body.
        for (Slot slot : skeleton.getSlots()) {
            if (!(slot.getAttachment() instanceof Box2dAttachment)) continue;
            Box2dAttachment attachment = (Box2dAttachment) slot.getAttachment();
            if (attachment.body == null) continue;
            float x = slot.getBone().getWorldX();
            float y = slot.getBone().getWorldY();
            float rotation = slot.getBone().getWorldRotationX();
            attachment.body.setTransform(x, y, rotation * MathUtils.degRad);
        }

        box2dRenderer.render(world, camera.combined);
    }

    @Override
    public void resize(int width, int height) {
        batch.setProjectionMatrix(camera.projection);
        renderer.setProjectionMatrix(camera.projection);
    }

    private void createWorld() {
        world = new World(new Vector2(0, -10), true);

        float[] vertices = {-0.07421887f, -0.16276085f, -0.12109375f, -0.22786504f, -0.157552f, -0.7122401f, 0.04296875f,
                -0.7122401f, 0.110677004f, -0.6419276f, 0.13151026f, -0.49869835f, 0.08984375f, -0.3190109f};

        PolygonShape shape = new PolygonShape();
        shape.set(vertices);

        // next we create a static ground platform. This platform
        // is not moveable and will not react to any influences from
        // outside. It will however influence other bodies. First we
        // create a PolygonShape that holds the form of the platform.
        // it will be 100 meters wide and 2 meters high, centered
        // around the origin
        PolygonShape groundPoly = new PolygonShape();
        groundPoly.setAsBox(50, 1);

        // next we create the body for the ground platform. It's
        // simply a static body.
        BodyDef groundBodyDef = new BodyDef();
        groundBodyDef.type = BodyType.StaticBody;
        groundBody = world.createBody(groundBodyDef);

        // finally we add a fixture to the body using the polygon
        // defined above. Note that we have to dispose PolygonShapes
        // and CircleShapes once they are no longer used. This is the
        // only time you have to care explicitely for memomry managment.
        FixtureDef fixtureDef = new FixtureDef();
        fixtureDef.shape = groundPoly;
        fixtureDef.filter.groupIndex = 0;
        groundBody.createFixture(fixtureDef);
        groundPoly.dispose();

        PolygonShape boxPoly = new PolygonShape();
        boxPoly.setAsBox(1, 1);

        // Next we create the 50 box bodies using the PolygonShape we just
        // defined. This process is similar to the one we used for the ground
        // body. Note that we reuse the polygon for each body fixture.
        for (int i = 0; i < 45; i++) {
            // Create the BodyDef, set a random position above the
            // ground and create a new body
            BodyDef boxBodyDef = new BodyDef();
            boxBodyDef.type = BodyType.DynamicBody;
            boxBodyDef.position.x = -24 + (float) (Math.random() * 48);
            boxBodyDef.position.y = 10 + (float) (Math.random() * 100);
            Body boxBody = world.createBody(boxBodyDef);

            boxBody.createFixture(boxPoly, 1);
        }

        // we are done, all that's left is disposing the boxPoly
        boxPoly.dispose();
    }

    @Override
    public void dispose() {
        atlas.dispose();
    }

    static class Box2dAttachment extends RegionAttachment {
        Body body;

        public Box2dAttachment(String name) {
            super(name);
        }
    }

/*	public static void main (String[] args) throws Exception {
        LwjglApplicationConfiguration config = new LwjglApplicationConfiguration();
		config.title = "Box2D - Spine";
		config.width = 640;
		config.height = 480;
		new LwjglApplication(new Box2DExample(), config);
	}*/
}
